## [2.4.0] — 2026-06-18 - Rebuilt the **Gauntlet** game mode from the ground up — new wave-based mechanics, arena redesign, and tighter difficulty scaling. - Added **freeze-area VFX** — the freeze powerup now shows a visible icy floor spread across the affected tiles. - Added **block-wall VFX** — blocked tiles now display a visible barrier effect so you can see the wall. - Added **playerboard scatter VFX** — Stop n Go tile-scatter penalty now shows a visible shake effect on your board. - Fishing Tektons in Freemode now animate — both the character and fishing rod move together in a loop. - Static Tekton turrets now face the direction they throw and play the throw animation. - Replaced old animation system with a unified animation pack using original Blender bone names — smoother, more natural character movement. - Characters now play a **carrying blend** (legs walk + arms hold) when carrying a Tekton instead of sliding idle. - Fixed host player name showing as "Guest" when starting Freemode too quickly after login. - Fixed "Cannot create match when state is JOINING" error when double-clicking the mode button. - Fixed Tekton pickup prompt [G] to follow your custom keybind settings from the options menu. - Lobby area label now updates automatically when switching game modes. - Fixed Freemode spawning the wrong Tekton model — static turrets now use the correct throwing-tile mesh. - Admin Panel no longer crashes on empty JSON responses from the server. ## [2.3.7] — 2026-05-25 - Added Candy Cannon timer, firing mechanics, and 5-shot volleys to Gauntlet. - Added new game mode: **Candy Cannon Survival** — dodge candy volleys from a giant cannon in the center of the arena! - New 20×20 arena with a central Candy Cannon obstacle and three escalating phases: Open Arena, Route Pressure, and Survival. - Candy Cannon Survival is now selectable from the lobby game mode list with its own dedicated arena. - The arena now spawns collectible tiles (Hearts, Diamonds, Stars, Coins) with pattern-matching missions — complete goals while dodging candy! - Integrated automated testing into CI pipeline — all commits now run unit and integration tests via GitHub Actions. - Set up complete GitHub Actions CI/CD pipeline with build, test, and deployment workflows for Windows, Android, and macOS platforms. ## [2.3.5] — 2026-05-22 - Refactored `lobby.gd` into modular helper classes (`LobbyChat`, `LobbyMainMenu`, `LobbyRoomList`, `LobbyRoom`) to reduce file size and improve maintainability. - Externalized Nakama connection config in `nakama_manager.gd` — server key, host, port, and scheme now read from environment variables with ProjectSettings fallback. - Hardened `auth_manager.gd` session encryption — replaced static key with device-specific key derived from `OS.get_unique_id().sha256_text()`. - Removed Steam email-based fallback auth; Steam login now requires a valid auth ticket (no more dev-mode workaround). - Wired `GachaManager.pull()` as async (`await`) in `gacha_panel.gd` to support server-side gacha rolls. - Removed dummy wallet seeding from `gacha_panel.gd` — wallet balances now sourced exclusively from server. - Added `store_type` field to currency purchase payload for IAP receipt routing. - Added server-side IAP receipt validation in `economy.lua` with Google Play, Apple, and test-mode receipt support. - Registered `gacha` Lua module in `main.lua` server entrypoint. - Cleaned up stub methods (achievements, leaderboard, shop wrappers) from `backend_service.gd`. - Fixed `featured_banners` type safety in `gacha_manager.gd` — guards against non-array server responses. - Removed stale `tiles_armagedon_a1.res` from project root (asset relocated to `assets/models/meshes/`). ## [2.3.4] — 2026-05-15 - Modernized `GachaPanel` and `FragmentCraftPanel` UI to align with the Tekton dark theme and Lobby aesthetics. - Updated panel borders to use standard 4px content margins, matching the Login and Lobby interfaces. - Redesigned banner selection tabs (Star/Gold) into compact navigation elements with state-driven styling (Inactive: Cyan, Active: Dark Blue). - Replaced single-line currency balances with individual themed panels containing icons and right-aligned values. - Updated `GachaPanel` to display both Star and Gold balances simultaneously for better resource management. - Introduced separate UI panels in `FragmentCraftPanel` to display Common, Uncommon, and Rare fragment quantities individually. - Refactored `FragmentCraftPanel` action buttons to use the Tekton `BtnDark` style with consistent padding and corner radii. - Fixed nearly invisible "Rates" text in Gacha by changing font color from dark brown to light grey. - Updated `ProfilePanel` category tabs to use descriptive text labels ("Head", "Costume", "Gloves", "Accessory") instead of emojis. - Standardized currency and fragment balance panels to be fixed-width and compact, removing excessive horizontal stretching. - Dynamic `StyleBoxFlat` instantiation for tabs in `GachaPanel` and `ProfilePanel` to ensure visual consistency across all modal screens. ## [2.3.3] — 2026-05-13 - Modernized Shop UI to match Lobby's dark theme; removed orange/brown accents in favor of a neutral dark-grey aesthetic. - Replaced Label-based currency indicators with pill-shaped containers and high-quality gold/star textures. - Integrated `RichTextLabel` with BBCode support for inline currency icons across all shop cards (Gold, Star, and Cosmetic). - Implemented active-state highlighting for shop tabs with distinct visual feedback (white bg/dark text for active). - Added featured banner system with sidebar support for event-based selling and special item spotlights. - Added "Shop" tab to Admin Panel to manage 3 featured banner slots and their associated event labels. - Standardized UI margins, button padding, and minimum sizes to ensure layout consistency and prevent text overlap. - Added server-side RPCs (`admin_set_featured_banners`, `admin_get_featured_banners`) for persistent shop configuration. - Fixed missing dependency errors (sky_sea_01.png and tiles_slot.png) by clearing stale .godot cache and UID references. - Implemented `_populate_banners()` function in `shop_panel.gd` to fix "Function not found" runtime error. ## [2.3.2] — 2026-05-12 - Integrated Mailbox UI into lobby with CanvasLayer overlay (renders above 3D viewport). - Redesigned `mailbox_panel.tscn` to 3-column layout: scrollable mail list | content area | reward slots. - Auto read-all and auto claim-all triggered on mailbox open — no "NEW" tags remain after viewing. - Fixed `MailboxBtn` text glitch — removed text override, replaced with `MailBadge` Label overlay in top-right corner of button. - Fixed `mark_as_read()` in `MailManager` — now persists `read_ids` to server via new `save_mail_state` RPC. - Admin Panel: Announcement tab `Target User` field now accepts username, display name, or user_id with **Find** button for resolution. - Admin Panel: New **Mail Manager** tab listing all global and personal sent mails with Type, Title, Sender, Start, Expires, Status columns. - Admin Panel: Edit dialog for mails uses `date_picker.tscn` for end date and supports reassigning recipient (username lookup + move). - Admin Panel: **End Now** button sets `end_date` to current timestamp; **Delete** permanently removes mail from server storage. - Server: Added `admin_list_mail` RPC — paginates all `inbox/personal` storage objects across all users via `storageList`. - Server: Added `admin_update_mail` RPC — extract-then-reinsert pattern supports field edits and cross-user mail movement. - Server: Added `admin_delete_mail_server` RPC — hard-removes mail from global config or personal inbox storage. - Server: Added `save_mail_state` RPC — merges client `read_ids` into server `inbox/state` without clobbering claimed/deleted IDs. ## [2.3.1] — 2026-05-11 - Integrated DM tab system directly into the lobby chatbox — DMs now open as closeable tabs inside ChatPanel instead of a fullscreen overlay. - Removed static DMTabBtn; DM tabs are dynamically created per friend using a scene-local DMTabTemplate with (X) close button. - Added `@username` auto-suggest popup in ChatInput — typing `@` shows a live-filtered friend list; tap/click to select and format as `@username (message)`. - FriendSuggestPanel moved to scene node (editable in editor) with touch/mobile support via item_selected signal. - DM messages render in the shared GlobalChat RichTextLabel, switched by active tab context. - Incoming DMs from friends automatically create a new tab without opening the Social Panel. - Fixed self-DM tab creation — outgoing DM echo no longer triggers a tab for own username. - Chat timestamps updated to `[ DD-MM-YY - HH:MM ]` format; DM history loaded oldest-to-newest (oldest at top, newest at bottom). - Added `/clear` command — clears DM chat history locally; on Global tab, only admin/owner/moderator can use it. - Admin `/clear` on Global also calls `admin_clear_global_chat` RPC to permanently delete persisted messages server-side. - Added `admin_clear_global_chat` RPC in `tekton_admin.js` — paginates and removes all messages from the channel. - Fixed `theme_override_colors` property error on dynamically created Button nodes — replaced with `add_theme_color_override()`. ## [2.3.0] — 2026-05-06 - Fixed boot screen crash caused by `TextureButton` cast as `Button` returning nil (`as Button` → `as BaseButton`). - Routed boot screen button `.text` assignments through child `Label` nodes for `TextureButton` compatibility. - Changed changelog bullet list to BBCode `[table=2]` layout for proper hanging indent on wrapped lines. - Fixed changelog `RichTextLabel` scroll by removing `fit_content = true` flag. - Synced player avatar, username, leaderboard score, and rank to the Room List panel header on open. - Restored preserved hosting logic — wired Play tab `FreeModeBtn` and `StopNGoBtn` to host room with correct game mode. - Wired Room tab `RoomFreeModeBtn` and `RoomStopNGoBtn` to filter room list by game mode (toggle). - Encoded game mode as `[Mode] Room NNNN` prefix in room name for LAN room discovery filtering. - Added `game_mode` field to room dictionaries across `LobbyManager` (Nakama + LAN) and `NakamaManager` match listing. ## [2.2.1] — 2026-05-01 - Updated daily login logic to support multiple reward types (star, gold, fragments). - Fixed leaderboard UI to dynamically update with player changes. - Added full backend Nakama support for daily login claiming and administration. - Refactored Admin Panel to include a bordered 30-day grid layout with January-December selection. ## [2.2.0] — 2026-04-30 - Redesigned Social Panel with a 3-tab layout (Search, Requests, Friends) to fix UI overlap issues. - Fixed an issue where offline friend requests were not being delivered properly. - Added persistent storage for Direct Messages, loading previous chat history when opening a DM. - Improved real-time Nakama socket listening to allow incoming DMs to be received instantly even when the chat tab is closed. - Fixed account state pollution where friend data leaked when switching users without restarting the client. - Corrected server-side RPCs for Nakama `send_friend_request` ensuring persistent push notifications. - Re-themed Social Panel DM UI to use dark brown fonts for high-contrast readability. ## [2.1.9] — 2026-04-29 - Added friend system with friend list, direct messaging, and lobby invitations - Improved Steam login support - Added Social Panel with Friends, Global Chat, and Direct Message tabs - Added ability to add/remove friends from lobby player slots - Added Invite Friends button to lobby - Added lobby invite notifications - Fixed account type display in profile panel ## [2.1.8] — 2026-04-24 - Optimized network synchronization with deterministic tile slots and granular board sync - Removed lag-sensitive server adjacency checks to fix "disappearing tiles" on high-latency connections - Fixed "No multiplayer peer assigned" crash during host disconnection and cleanup - Finalized AP system removal, transitioning to a fully real-time authoritative model - Restored bot mission completion logic - Stabilized Nakama socket cleanup during match-to-lobby transitions - Fixed Tekton not rotating toward spawning direction when throwing tiles - Fixed purple powerup tiles spawning on top of existing layer 1 tiles - Added animation delay to tile spawning to match Tekton throw animation timing - Implemented 1-tile perimeter buffer on all spawn areas to prevent edge spawning and stuck gaps - Tekton NPCs now spawn exclusively in corner zones; players spawn in middle zones - Fixed outline shader being lost when applying skin material overrides - Added Unstuck button to pause menu to teleport stuck players to a safe area ## [2.1.7] — 2026-04-24 - Upgraded Gacha interface with dynamic CSGO-style sequential reveal animations - Added an animation skip button for faster 10x multi-pulls - Fixed a bug where opening the Craft menu from Gacha would show an empty screen - Stabilized login flow by resetting connection states after failed auto-logins ## [2.1.6] — 2026-04-24 - Added Gacha system with Star and Gold banners (1x & 10x pulls) - Fragment Craft system — collect drops to craft exclusive skins - Fixed boot screen stuck on "Checking versions..."